Showing posts with label Eurofighter. Show all posts
Showing posts with label Eurofighter. Show all posts

Sunday, May 17, 2020

How to have Tacpack weapons to show without Tacpak


One of the most frequently asked question I receive is: "I do not have Tacpack and I do not plan to buy it… can I get the weapons to show all the same in your planes?"

Them this question usually gets even more frequent when we have a P3D update (which ALWAYS breaks the compatibility with Tacpack)

Well… the answer is YES, you can - ALTHOUGH, OF COURSE, WEAPONS WILL NOT BE OPERATIONAL. I sometimes put that information on the documentation or on Facebook… or written as a note in the aircraft.cfg, but I thought it would be better to explain the general case so that you can hava a method that will work for (almost) every Tacpack aircraft.

The first thing is to tell you the way Tacpack works in terms of weapon attachment.
In the folder of each Tacpack aircraft there is a text file called "tacpack.ini" which contains, along with other information, the list of allowable stores for each station and links the store to a specific load station of your aircraft.cfg.

When a weapon is loaded in Tacpack, a specific weight is applied to the station. Then it is the aircraft model which visualizes the weapon depending on the weight. So, the WEAPONS ARE PART OF THE AIRCRAFT MODEL. They are just hidden and they become visible when a specific weight is applied - this is done either with logic only in the aircraft model or though a proxy variable (triggered by a piece of code somewhere else).

The developer can associate an arbitrary weight to each weapon and to each station. This can either be a "token" weight or the proper weight of the weapon.
So, unless there is additional code somewhere else, in general, by applying the right way to the right load station you can have the weapon to show.

Let's take the my Eurofighter as an example:

1) Go to the main folder of the aicraft and locate the TACPACK.INI file and open it with Notepad.

2) Scroll down to the following section:

[Store_Station.0]
offset=-43.1,-14.9,-5.03
num_entries=5
store.0=AIM-9X,188,0,1,0,0
store.1=IRIS-T,192,0,1,0,0
store.2=AIM-132,194,0,1,0,0
store.3=PYLON.SMOKEWINDER,150,0,-1,0,0
store.4=PYLON.SRAAM,1,0,-1,0,0

Store_Station.0 means this is the first load station managed by Tacpack. This MAY NOT be the first station in your list (you can read what is the fust by looking a the StoresFirst parameter in the .ini file  - in this case it is StoresFirst=1 which means the second load station in the list, as the first is zero).

So for the the Typhoon, Store_Station.0 is the second store station in the aircraft.cfg (marked with STA1).

Then… just look at the numbers in red. 188 is the weight associated to AIM-9X, 194 is the weight associated to IRIS-T and so on.
So if you put 194 lbs on STA 1 in the game (you can do this in the VEHICLE -> FUEL and PAYLOAD Menu) you will make the AIM-132 to appear.

The stores starting with "PYLON" are just inhert for Tacpack. They may represent weapon pylons, unsupported weapons or other kind of equipment.

Let's move to Store_Station.1 (which is STA2 in the game...remember, they start from 0).

[Store_Station.1]
offset=-42,-12,-4.8
num_entries=11
store.0=AIM-9X,588,0,400,0,0
store.1=IRIS-T,592,0,400,0,0
store.2=AIM-132,596,0,400,0,0
store.3=AIM-120C,748,0,400,0,0
store.4=METEOR,807,0,400,0,0
store.5=AGM-88C,1133,0,400,0,0
store.6=GBU-10,2464,0,350,0,0
store.7=GBU-12,960,0,350,0,0
store.8=PYLON.EMPTY,350,0,-1,0,0
store.9=GBU-31,2475,0,350,0,0
store.10=AGM-65E,508,0,401,0,0

Note that here we have the AGM-65E listed...but it is not used in the plane. This is because the Brimstone missiles are actually simulated with an AGM-65E as the Brimstone is not supported.
Note also that the weight associated to the A-A missiles are much higher! This is because they take in account that, on the Eurofighter, you also need to attach a pylon and an adapter for this stations.
Hance, to show the AIM-132 we should put 596 lbs on STATION 2.

One last example is STA 3.

[Store_Station.2]
offset=-41,-8.8,-5.5
num_entries=7
store.0=GBU-10,2464,0,350,0,0
store.1=GBU-12,960,0,350,0,0
store.2=FPU-11,731,0,350,0,0
store.3=AGM-154C,3216,0,350,0,0
store.4=PYLON.EMPTY,350,0,-1,0,0
store.5=GBU-31,2475,0,350,0,0
store.6=AGM-65E,508,0,401,0,0

Here we can see that AGM-154C is used as replacement of the Storm Shadow and the FPU-11 is used for the external tanks. Let's use the external tanks...so 731 lbs on STA 3.

….and so on. You will see that there are stations allocated for the GUN and the TFLIR system (which the code uses as PIRATE or LITENING depending on the case) and there are "dummy" stations for multiple racks (like the Brimstone).

So, let's try this to get the configuration in the picture at the beginning of the post:



STA1 - 194lbs -> AIM-132

STA2 - 596lbs -> AIM-132

STA3 - 731lbs -> FUEL TANK

STA4 - 960lbs -> GBU-12

STA5 - 408lbs -> METEOR

STA6 - 408lbs -> METEOR

STA7 - 440lbs -> LITENING POD

STA8 - 408lbs -> METEOR

STA9 - 408lbs -> METEOR

STA10 - 960lbs -> GBU-12

STA11 - 731lbs -> FUEL TANK


STA12 - 596lbs -> AIM-132


STA13 - 194lbs -> AIM-132

The configuration is saved along with your flight, so if you save the scenario you do not need to change it again next time you load it.
Also, you can enter these weights in the aircraft.cfg and they will become the default for that aircraft.

This procedure will work with my F-35, Eurofighter, F-14 and S-3 Aircrafts….and presumably other aicrafts too.
It is not needed by the Skyhawk and the M-346 as they use proxy variables which make the loads to appear even if not weight is applied to a station.


Wednesday, August 7, 2019

Minor Updates for the Eurofighter Typhoon and the F-35


Here are two small updated to my payware frontline fighters… VERY MINOR tweaks, so, unless you are extremely bothered by one of the issues listed below or have not updated your aircrafts at all, downloading these patches is not really necessary IMHO.

Eurofighter Typhoon

The main reason to update the Eurofighter Typhoon was that, in the lastest FSX build, I used the wrong compiler...this caused some controls in the VC not to work as intended. I took the chance to add some 3D details and fix a couple of minor things.

To install the update, you must have the payware Eurofighter Typhoon version 1.1X or later. The update will work either if you just used the latest full installer (version 1.10 - you can get it from your distributor of choice) or if you had already updated the aircraft to any later version.

This is the list of changes:

Version 1.30 - 07/08/2019
- Fixed a minor issue in ejection seat textures
- Replaced detail textures with 3D objects in VC (screws, rivets)
- Fixed minor 3D object misplacements in VC
- Fixed mouse area bug preventing some knobs from working correctly in FSX
- Fixed bug preventing keyboard release mode selection from working
- Restored mouse clicks and animations for some (non functional) switches

The update must be installed manually (see the README file) and is provided in both 32bit (for FSX:A, FSX:Gold, FSX:SE and any version of P3D prior to v4) and in 64 bit (for P3Dv4.4 and v4.5) formats. Note that P3Dv4.0 to P3Dv4.3 are NOT supported by the 64 bit version (as it uses PBR).
The patch is available from the side bar.

F-35 Lightning IIIf the Eurofighter patch is a very minor one, the one for the F-35 is negligible: basically I spotted some duplicate airframe geometry in the F-35B PBR cockpit model. This causes some minor visual glitches when looking over your shoulders in VC (apart from an unnecessary waste of video resources).

To install the update, you must have the payware F-35 Lightning II version 3.5X or later. The update will work either if you just used the latest full installer (version 3.50 - you can get it from your distributor of choice) or if you had already updated the aircraft to any later version.

This is the (very long) list of changes:

Version 3.62 - 07/08/2019
- Removed duplicate geometry from F-35B cockpit causing unnecessary video memory consumption and visual glitches.


The update must be installed manually (see the README file) and will work ONLY with P3Dv4.4 or above (as it is a PBR model).  The patch is available from the side bar.

Friday, March 1, 2019

Yet another Eurofighter update (version 1.24)



It turns out that even 1.23 was not free of major bugs… so here we are again with yet another update for the Eurofigher. I am sorry for the confusion but, since I have always tried to comply with all the requests I have received, the Eurofighter project is now quite difficult to manage due to its size and model variety (single and twin seater, PBR and non PBR, and then there are the "ubuntu" versions).
For this reason, this is likely to be the last update to support FSX or any P3D version prior to 4.4.
I am sorry for this, but the mainteinance effort is starting to be quite a burden.

Basically the big thing in 1.23 was a bug in the external model that caused Brimstone launchers or missile rails appear under wrong conditions. It did not affect users not employing Brimstones or Meteor missiles...but nevertheless it was annoying.
I took the change to add the possibility to pick negative VVs in the NAV menu as requested by one user.

This is the list of changes for this version:

VERSION 1.24
CHANGES WITH RESPECT TO PREVIOUS VERSION
- Improved autotrim FCS code to reduce possibility of event flooding when the sim is paused
- Recompliled both PBR and non-PBR models to get rid of a visibility conflict issue between
  Brimstome and MRAAM launchers
- Changed UVW texture layout in some areas of the PBR models
- Added possibility to set negative VV speeds in the NAV menu
- Fixed minor graphics glitch when entering VV NAV mode

The update files for 32 bit version can be dowloaded from the side bar or by clicking HERE

The update files for 64 bit version (with PBR support - P3Dv4.4 only) can be dowloaded from the side bar or by clicking HERE


Users of P3Dv4 up to version 4.3 can download the 64bit PBR version but will have to change the model.cfg manually to deactivate PBR (or can dowload the 32 bit and change the panel.cfg to select the 64 bit .dll's).

Friday, February 22, 2019

Eurofighter Typhoon Update to version 1.23 (with PBR support)


As (to some extent) expected with a major update, Eurofighter v1.22 release included a couple of bugs and highlighted some existing defects. The most annoying bug is the fact that the updated FCS code did not work as intended and caused the plane to pitch up requiring constant pilot action - I consider this a severe defect and given that probably I will not have much time in the next few days, I have decided to address it immediately with a further update.

Aside, some users reported a loss in frame rate after the PBR update: this is generally to be expected for PBR models, as the compiled model file (.mdl) is larger and uses more textures video memory. On my system, which has a GTX-1080, there is not a big difference - but from time to time you may have a slight delay in loading the PBR textures while switching between external and virtual cockpit views.

I have also heard "rumors" (meaning that I had no direct report of that) of users experiencing a drop in frame rates also with non-PBR models and also in previous updates. Frankly, since the modifications to the code were minimal, it is difficult for me to say if the frame rate drop is due to the Eurofighter update or by other reasons. The only thing I have noticed is that there was a missing texture (the fresnel ramp texture used in the canopy) - missing textures may reduce the performance a little...but this should be barely noticeable. Anyway I have included the missing texture in this update.


Last, please remember that if you prefer to use the non-PBR model, the files have been left there (they are not overwritten) - so you can activate/deactivate the PBR models in the model.cfg. This update contains backup version of the model.cfg for both PBR and non-PBR for your convenience. Just delete the model.cfg in the model folders of the Eurofighter_2000 and Eurofighter_2000T, and rename the backup files by deleting  the ".backupPBR" or ".backupNonPBR" suffixes.
Note that editing the model.cfg gives you also access to the "ubuntu" variants. These are model variants that replaces the FCS driven animations with "standard" ones. These animations are less accurate and realistic, but are compatible with multiplayer. "Ubuntu" models are provided in both PBR and non-PBR versions - please note that you have to use them with the proper cockpit model (PBR external model must go along with PBR VC and vice versa) - otherwise textures may be shown with a wrong color.


Here is the full list of changes:

VERSION 1.23
CHANGES WITH RESPECT TO PREVIOUS VERSION

- Replaced autotrim FCS code to solve the "pitch up" tendency of v1.22

- Replaced navigation lights effects for better compatibility with PBR models

- Fixed glitch that caused left and right wheel rotation animations were swapped

- Fixed glitch that caused barometric reading to disappear from HUD in certain instances

- Added model.cfg backup files for easier deactivation of PBR models

- Added missing Fresnel Ramp texture for canopy


32 bit update (for FSX-SE/Gold/Acceleration, P3Dv1, P3Dv2, P3Dv3) can be dowloaded
HERE or from the side bar

64 bit update with PBR support (only for P3Dv4.4) can be dowloaded HERE or from the side bar

Users of P3Dv4.0 to 4.3 can install the 64 bit upgrade but are should replace the model.cfg with non-PBR versions as described above.

NOTE: UNLESS MAJOR ISSUES ARE FOUND, THIS IS LIKELY TO BE THE LAST UPDATE WHICH SUPPORTS FSX

Monday, February 18, 2019

Eurofighter Update to version 1.22 with PBR (Preliminary)


NOTE: THE INITIAL RELEASE OF EUROFIGHTER 1.22 PBR HAD A SMALL GLITCH SO THAT "REMOVE BEFORE FLIGHT" RIBBONS AND COVERS HAD A WRONG TEXTURE - FILES HAVE BEEN REPLACED WITH CORRECTED ONES, ALSO PBR "UBUNTU" MODELS HAVE BEEN ADDED FOR MULTIPLAYER.

A couple of sleepless nights playing with Physically Based Rendering (PBR) on the Eurofighter Typhoon model and here we are with another update. For those who do not know PBR, it is a different rendering technique which is supposed to simulate the appearance of 3D models on the basis actual physical proprieties of the material they represent (such as "metalness", roughness etc.). This is a relatively new rendering technogy which, in some circumstances, can provide more realistic results with respect to the traditional techniques.
Recent videogames like Red Dead Redeption are a great example of this. In flight simulation, PBR was introduced by X-Plane, DCS and (almost unnoticed) by Flight Simulator World.
Note that PBR is a generic name for the approach, and each engine has its own implementation with different results and possibilities.
PBR has recently been introduced in Prepar3D V4 starting from version 4.4 - the implementation is quite standard: materials require an "albedo" texture (its base color), a "metallic" texture (which specifies the metalness and, in P3D, also the Ambient Occlusion and the smoothness of the surface), a "normal" texture (basically the old normal/bump map) and an "emissive" texture.
In addition, P3D now allows the developers to control the visual proprieties of a material with a LUA script during the simulation - which is pretty great as it allows a number of cool tricks.
NOTE THAT PBR MODEL WILL ONLY WORK WITH P3Dv4.4 AND ABOVE.

Here are "preliminary" models of the Eurofighter with PBR. While compiling these models I also fixed a couple of minor bugs. As result the update is provided in 2 versions: a 32-bit version for FSX users and users of P3Dv1, v2 and v3 and a 64-bit version which will only work with P3Dv4.4 (you must upgrade your P3Dv4.X to v4.4 or above to use it).

Here is the list of changes:

VERSION 1.22 WITH PBR UPDATE (BETA)
CHANGES WITH RESPECT TO PREVIOUS VERSION

- Added new PBR models, metallic, bump textures and scripts (Prepar3D v4.4 ONLY!)
- Fixed minor issues and typos in the FCS Autotrim code
- Fixed minor bug in display condition of the ENG FLAME warning in RMHHD
- Fixed miscellaneuos typos in the HUD code
- Fixed miscellaneous typos in the HMD code
- Fixed missing plane attitude graphics in the HMD
- Fixed missing emergency jettison icon
- Fixed missing X FER caption
- Fixed miscellaneous typos in the Tactical Systems code
- Added missing wheels and ground roll sounds
- Fixed glitch in gun funnel mode in 2D HUD view
- Changed HMD code so that A-A symbols will not park at the edge of the FOV
- Fixed minor glitch in panel backlighting
- Fixed multiple minor geometry glitches in virtual cockpit

The full update with PBR models for P3Dv4.4 can be downloaded by clicking HERE.

The partial update without PBR for FSX/P3Dv2/P3Dv3 can be dowloaded by clicking HERE.


Sunday, January 27, 2019

Eurofighter Update to version 1.21


I had no plans for any short-term update to the Eurofighter Typhoon…. but it turned out that 1.20 had a bug so that you could not select Storm Shadows anymore and I cannot stand and update that brings reduced functionality, so I took the chance and made further improvements to the new cockpit geometry, added IR mode to the PIRATE, added the "ubuntu" model for the twn seater and improved the animations in both the "ubuntu" models. Here is the list of changes:

VERSION 1.21
CHANGES WITH RESPECT TO PREVIOUS VERSION
- Fixed bug in SSK code preventing selection of StormShadow missile
- Fixed several minor geometry issues with the new VC model
- Added "UBUNTU"* model option also for the twin seater
- Improved animation of "UBUNTU"* models
- Added possibility to switch between IR/CCD and WHOT/BLOT modes also to the PIRATE
- Harmonized notation of TFLIR/IR Imagery as follows: IR denotes P3D "pseudo-IR" rendering, CCD denotes normal rendering

* - The default visual model of the Eurofigher uses several custom animations which are not compatible with multiplayer: specifically the control surface will show in "rest" position to any player not using an Eurofighter. In order to avoid this, users may prefer to activate the "ubuntu" model option. To do this, go into the MODEL folder (of the Eurofighter_2000 and Eurofighter_2000T folders in the SimObjects/Airplanes folder), open the model.cfg with Notepad and then comment out the "normal" model line and uncomment the line indicated in the file itself. This will replace the external model with one with less-accurate-but-multiplayer-compatible animations.
The activation of such models must be done independently for the single and twin seater models.


The update can be dowloaded by clicking HERE or from the side bar.

Wednesday, January 2, 2019

Eurofighter Typhoon Update to Version 1.20


Here is a quite extensive patch for the Eurofighter Typhoon - this introduces a number of much requested changes including possibility to shoot Mavericks (as placeholder from the Brimstones), having 2D MFD panels and fine-control of the TOO target designation via FLIR.
Also, the files have been restructured so that now the 2-seaters have their own folder and have a different empty weight and fuel capacity.

Note that the patch will work with ANY version starting  from 1.10.

*** IMPORTANT - THE PATCH IS CONFIGURED BY DEFAULT FOR P3D V4! IF YOU ARE USING FSX, P3Dv1, v2 or v3 YOU SHOULD DELETE THE panel.cfg PROVIDED AND RENAME THE panel_32bit.CFG TO panel.cfg ***

CHANGES WITH RESPECT TO VERSION 1.20
- Remodeled the canopy frame to match perfectly with the outer model: this was not necessary (and does not even mean that it is more accurate) for P3D (or DCS - both sims allow VC models separate from the aircraft model), but it was required for X-Plane and AFS2.
- Changed HUD glass texture to have a dark puple tint
- Changed SSK code so that it is now possible to deselect a mode without selecting another one
- Changed HMDSS code to show all A/A tracks intead of the L&S track only
- Changed HMDSS code to show proper A/S reticle when in A/S mode
- Added keyboard shortcuts for fine control of the TFLIR A/S target
  SHIFT+Arrow keys allow fine control of the TFLIR A/S target location.
  A valid A/S TOO must be designated first.
- Added keyboard controls for radar range and modes as follows:
  If in NAV PoF -> UP/DOWN control PA range, LEFT/RIGHT select previous/next WP
  If in A/A PoF -> UP/DOWN control A/A radar range, LEFT/RIGHT -> undesignate/designate command
  If in A/S PoF -> UP/DOWN/LEFT/RIGHT fine control of A/S target 
- Implemented Mavericks as "placehoder" for Brimstones (this was actually quite a lot of work as Tacpack does not support multiple ordnance on the same pylon...but since it was a much requested feature I decided to go for it) - NOTE The AGM-65E is laser guided: you will need a laser spot to fire the missile correctly. Also, there are issues if you mix StormShadows and Brimstones in the same loadout (I do not think it is a problem)
- Miscellaneous minor bug fixes
- Added an optional "ubuntu" model for the single seater which relies solely on standard animations (this is meant for use in multiplayer sessions with mixed aicrafts and prevents people flying with other aicrafts from seeing incorrect animations in the Eurofighter model) -> to activate this you have to manually edit the MODEL.CFG file in the Eurofighter_2000\model folder as follows: change the normal=EF2000 to normal=EF200ubuntu. Note that this must be
done ONLY by players which are NOT flying the Eurofighter as this disables the custom FCS animations.
- Added undockable 2D MFD displays
- Added separate folder and configuration file for twin seaters (to enable correct weight and fuel quantity)
- Replaced Stall Warning sound with one more appropriate for a fighter jet
NOTE: BY DEFAULT THE UPDATE IS CONFIGURED FOR A 64 BIT SIMULATOR (Prepar3d V4.0 and following).
IF YOU WISH TO USE THE UPDATE ON A 32 BIT SIMULATOR (FSX, P3Dv1-2-3) YOU MUST NAVIGATE TO
THE PANEL FOLDER IN THE Eurofighter_2000 FOLDER, DELETE THE PANEL.CFG AND RENAME THE PANEL_32bit.CFG
TO PANEL.CFG.


As usual, you can download the update from the side bar or by clicking HERE.

Friday, August 17, 2018

Eurofighter Typhoon Upgrade to version 1.13


Here is a (very) small update to the Eurofighter Typhoon - mostly meant to address a bug with the MODE 4 code (which is used as the Tacpack team identification) that made it impossible for users to enter the code and change teams. This patch will work with version 1.10, 1.11 and 1.12... and will bring them all to version 1.13.
I took the chance to introduce other very minor improvements, such as the possibility to use Indicated Air Speed in place of Equivalent Air Speed in the avionics. Here is the list of changes:

CHANGES WITH RESPECT TO VERSION 1.12
- Fixed a bug that prevented proper functionality of the MODE4 code (and consequently Tacpack team selection)
- Fixed minor accuracy bug in waypoint management and pre-planned target data entry (although the error was really small)
- Added code for wheel brakes anti-skid
- Added options to configurator:
  - Use IAS instead of EAS (this could be preferred by some users - note that the autopilot system uses IAS)
  - Open/close the canopy
  - Extend/retract the crew access ladder


Download the update HERE or from the side bar.

Saturday, May 12, 2018

Eurofighter update to version 1.12


After the release of Eurofighter version 1.10 and the update to version 1.11, some other minor bugs have been highlighted and have been fixed. So here we go with (yet another) update to the Eurofighter.
Note: this update includes the changes in version 1.11, so you can apply either to update a fresh install of version 1.10, or you can apply to an installation already update to version 1.11. It will work on both the 32 bit and 64 bit version of the package.


CHANGES WITH RESPECT TO VERSION 1.12
- Fixed color match in Cyber Tiger repaint
- Fixed visual interference between pylons 4 and 10 and gear doors
- Changed Lift Dump animation: it will now retract automatically below 20 knots (as in real life)
- Fixed minor graphical switch in FUEL page (showing a minimal quantity of fuel in external tanks even if they are empty)
- Fixed bug preventing stopwatch from updating in the HUD in some instances
- Fixed bug preventing selection of automatic vs. manual waypoint switch
- Fixed bug causing VRS Tacan Tanker information to overlap with other HUD graphics in some instances

CHANGES WITH RESPECT TO VERSION 1.10
- Fixed bug preventing the laser spot designator from correctly pointing towards PP target
- Fixed bug preventing the targeting logic from correcly uploading GPS coordinates for PP targets in some instances
- Introduced the necessity to press FCS RESET button when engines are powered up to align control surfaces.
  This is not required if the flight is started in mid-air, or if the avionics are set with Control+Shift+R
- Extension of fuel probe now automatically selects the FUEL page on Right MHDD
- HUD now shows the "REFUELING" caption if fuel is being transfered by a Tacpack tanker
- Added Lift Dump animation: if aicraft is on the ground, throttles are idle and PoF is LANDING, Canards and Tailerons will move to the maximum drag position.
- Added 36th Stormo repaint courtesy of Tim Brennan
- Added RAF 100 Years repaint courtesy of Matt Kingscott
- Added Cyber Tiger repaint courtesy of Marius Krämer (https://edrm-repaints.com/)

As usual you can download it either from the side bar or from the link HERE.

Tuesday, May 1, 2018

Eurofighter Update to version 1.11 (Patch)

This is an update to the latest retail version of the Eurofighter 2000 package for FSX and P3D.

*******************************
To install the patch:
FIRST you need to install the latest version of the Eurofighter package in the simulator of your choice.
You can get it from your distributor of choice (SimMarket, FlightSimStore, FSPilot Shop and PCPilotShop). Current version is 1.10.To do this you simple direct the installation folder to the MAIN folder of the simulator you chose.
Then you should take the Eurofighter_2000 folder included in this zip file and drop it to the /SimObjects/Aircraft subfolder.
You will be notified that a number of files will be overwritten, and you should accept it at the prompt.

********************************
CHANGES WITH RESPECT TO VERSION 1.10
- Fixed bug preventing the laser spot designator from correctly pointing towards PP target
- Fixed bug preventing the targeting logic from correcly uploading GPS coordinates for PP targets in some instances
- Introduced the necessity to press FCS RESET button when engines are powered up to align control surfaces.
  This is not required if the flight is started in mid-air, or if the avionics are set with Control+Shift+R
- Extension of fuel probe now automatically selects the FUEL page on Right MHDD
- HUD now shows the "REFUELING" caption if fuel is being transfered by a Tacpack tanker
- Added Lift Dump animation: if aicraft is on the ground, throttles are idle and PoF is LANDING, Canards and Tailerons will move to the maximum drag position.
- Added 36th Stormo repaint courtesy of Tim Brennan
- Added RAF 100 Years repaint courtesy of Matt Kingscott
- Added Cyber Tiger repaint courtesy of Marius Krämer (https://edrm-repaints.com/)

********************************

The update can be downloaded from the side bar or by clicking HERE

Tuesday, December 26, 2017

Eurofighter Typhoon version 1.09 update and P3Dv4 compatibility


Here are two "patches" that will update the Eurofighter avionics and will also bring P3Dv4 compatibilty.

- EFAv109x32 is intended for use with 32 bit simulators (FSX SE, Gold and Acceleration and P3Dv1.x, 2.x and 3.x) - DOWLOAD HERE

- EFAV109x64 is intended for use with Prepar3D v4.x - DOWNLOAD HERE

*******************************

To install the patch:
FIRST you need to install the latest version of the Eurofighter package in the simulator of your choice.
You can get it from your distributor of choice (SimMarket, FlightSimStore, FSPilot Shop and PCPilotShop). Current version is 1.08.
To do this you simple direct the installation folder to the MAIN folder of the simulator you chose.
Then you should take the relevant .zip file (either the 32bit or the 64bit version) and drag and drop it to the /SimObjects/Aircraft subfolder.
You will be notified that a number of files will be overwritten, and you should accept it at the prompt.

********************************

CHANGES WITH RESPECT TO VERSION 1.08
- Implemented XML FCS controls (based on Jimi's gauges, courtesy of Karl Meindl) - autotrim, g-limiter and Aoa limiter  
- Implemented new fuel management code (courtesy of Roy Holmes)
- Fixed minor bug in fuel weight display on MFD-3
- Implemented gangbar functionality in virtual cockpit
- Fixed minor bug in AoA Bracket display
- Fixed display condition bug by in STA 13 pylon when in VC
- Fixed model display bug in Meteor missiles when in VC
- Changed Low Height knob code so that is now operated by the mouse wheel and allows 10 ft increments
- Fixed bug that prevented route heading bug from showing while not in NAV mode
- Added afterburner notification to energy caret
- Added warning horn sound when canopy is moving

Tuesday, May 16, 2017

Eurofighter Version 1.08 released


I have just released a new version of the Eurofighter Typhoon to SimMarket, FlightSimStore and PC Aviator. This is basically a "cleanup" release that restores Tacpack Multiplayer Signature and gets rid of some unnecessary avionic code... I also took the chance to add some repaints from the community.
The update will take a little to deploy - you should receive a notification from the distibutor of your choice in a couple of days in the worst case.

2017-05-15
Product update to version 1.08
- Restored Tacpack files signature for multiplayer

- Further tweaks to the control surface animations
- Fixed bug preventing AoA bracket to show while in landing PoF
- Cleanup of avionics code (should solve or at least reduce the "freezing" issue experienced by some users)
- Added "500th Eurofighter Delivered" repaint, courtesy of Rob Skipworth
- Added "Diecimila Ore, 4 Stormo" repaint, courtesy of Tim Brennan
- Added "Tiger" repaint, courtesy of Antonio Diaz
- Added "RAF 41 Sqn Centenary" repaint, courtesy of Rob Skipworth
- A copy of this manual is now stored in the docs folder



Monday, April 24, 2017

Eurofighter Version 1.06 Released!


***IMPORTANT!***
I forgot to "sign" the Tacpack files for multiplayer anti-cheating in the1.05-1.06 update to the Eurofighter... as result, if the server has anti-cheat enabled, you will be kicked out of the session. Please download the signed files (that must go into the main Eurofighter folder) from the side bar, if you want to use the updated Typhoon in multiplayer. Sorry for the inconvenience.

*** EDIT - A SIGNIFICANT BUG HAS BEEN DETECTED IN VERSION 1.05 - WILL BE FIXED IN VERSION 1.06 ***

A rainy Sunday is a good day for some "housekeeping" of my projects... so I have released a small update to the Eurofighter project which hopefully solves some of the problems detected in these first two weeks of deployment. There are still some issues to be solved, but given that my time for the Eurofighter in the next few weeks will be very limited, I decided to release it today.

You should receive an email notification from your distributor of choice that the installer has been updated to version 1.05. This is a full install that will overwrite all the existing files, so if you have installed additional repaints you may want to make a copy of your aircraft.cfg first. Changes are as follows:

2017-04-24
Product updated to version 1.06
- Fixed bug that made the elevon movement to be reversed
- Furtherly reduced excursion of canard motion

2017-04-23
Product updated to version 1.05
- Improvements to flight control animations
- Improvements to flight model stability in certain conditions
- Fixed bug which prevented external fuel tanks from being replenished in the configurator
- Fixed bug which prevented external fuel tanks from being replenished in in-flight refuel under Tacpack
- Fixed bug in TRK autopilot function
- Fixed bug in STA4 pylon visibility condition
- Adjusted position of guided bomb hanging from pylons
- Changed "Ready for Takeoff" condition so that Avionic Master is now set to ON
- Added missing white navigation light
- Fixed several bugs preventing correct frequency-to-channel Tacan conversion
- Fixed bug that made ZOOM IN/ZOOM OUT key functionality to be inverted in LDP controls
- Fixed minor bug in FUEL format

Thursday, April 13, 2017

Repaint Templates for Eurofighter Typhoon


As some of you are aware of, the Typhoon paintkit was lost in the ransomware attack I suffered from last year. So, in case you want to repaint the Typhoon, the closest thing I can provide you with is the set of uncompressed templates which are the ones I used to create the liveries.

Each texture is stored in a PSD file which contains the following layers (bottom to top):
- Blank texture with mockup color
- Generic UK texture
- Generic Italian texture
- Generic German texture
- Generic Spanish texture
- A "Mechanical Details" layer which contains the texture for the mechanical parts and details (these should not usually be repainted - exception being the refuel caps which are either dark grey or red).
- An "Usually Not Painted" layer which has all the details that usually do not have paint (e.g.radar radome)
. An Ambient Occlusion layer.

Color reference is as follows:

German Luftwaffe - FS35237 (this has a slight blueish tint to it)
UK Royal Air Force - BS381c-626 (aka Camouflage Grey or "Barley Grey")
Italian Air Force - FS36280 (Approximately - has also been quoted as FS36492)
Spanish Air Force - FS36231
Austrian Air Force - FS36492 (the same as the Spanish Air Force)
Royal Saudi Air Force - Two-tone camouflage - overall BS381c-626 with FS35237 on top

(taken from this very complete post: http://www.britmodeller.com/forums/index.php?/topic/50168-typhoon-reference-information-updated-with-corrected-italian-typhoon-colours/ )

Download link is HERE

Sunday, April 2, 2017

Eurofighter Typhoon v1.00


Version 1.00 of the Eurofighter Typhoon has been released to distribution! At the moment the file is only available at SimMarket, but other distributors will have it online soon. Thank you all for your continued support!

Tuesday, February 21, 2017

Eurofighter Beta Test - List of Known Issues


This post contains a list of the known bugs or missing features in the latest Eurofighter Typhoon test build, as well as the latest version of the product manual. The product manual can be downloaded by anyone, and it is also meant as a preview of the Eurofighter simulation functionalities.
Beta testers are kindly requested to review this list of known bugs or shortcomings before reporting a new bug. Please be aware that the simulated Eurofighter differs in a number of ways from the real thing. Several controls and functions have been simplified or deleted, therefore a discrepancy from the real life procedures and operations may not be a bug but rather a design decision. The product manual serves also as a guide on how the simulated aicraft is intended to be operated and what functions are available and what not. Please read the manual fist.

The product manual can be downloaded by clicking HERE (UPDATED, 107 PAGES - tentatively good for release).

Bugs, request for changes and potential improvements in the list below are color coded as follows:

RED - High priority change - this is can be considered a major defect by most users. All "Red" issues must be addressed or mitigated before the product release.

YELLOW - Medium priority change - some users may perceive these issues as a significant product defect. All "Yellow" issues should be addressed or mitigated before the product release.
GREEN - Low priority change - a very limited number of users may perceive this as a product defect. These issues shall be documented and dealt with if possible.
BLUE - Suggestions for changes, additions or improvements.

LIST OF BUGS/CHANGES REQUEST
Last build: BETA 1-bis BUILD 13/03/2017 (limited distribution)
List updated on: 26/03/2017
Manual version: PreBeta 2 05/03/2017 (93 pages)

FLIGHT MODEL
The flight model has been developed by Roy Holmes - as the Typhoon performance figures are still classified, there is a lot of guesstimation in it - but rest assured that every single number has been carefully considered!

FM01 - Drag chute - While it is possible to deploy the drag chute, its effects are almost non-existent. Plan is to simulate it via the FSX flap controls
FM02 - Verify effectiveness of speed brake. SOLVED -> Roy fixed relevant code 07/03
FM03 - Coupled yaw during high-g high-speed turns.  -> SOLVED with new air file from Roy 08/03
FM04 - No G-limiter or Carefree Handling (this is a known issue - we have not implemented one in the simulation as we had no sound implementation)
FM05 - Potential improvement on takeoff/Landing figures in progress (vRAF/Roy). -> New flight model from Roy 28/03

EXTERNAL VISUAL MODEL
I believe the external visual model is relatively accurate. There are three visible mistakes to the trained eye: the nose cone is slightly less "circular" than the real one, the wing in reality is more twisted and the airbrake hinge is round in reality, while it has sharp edges on the borders in my model. I have tried to correct these, but most come from the original mesh I've started with...and fixing them created more issues than benefits...so we'll have to live with them.

EXT01 - FCS overreacts at AoA when the aircraft is still on the ground (animation only). FIXED on internal build 09/03
EXT02 - Landing gear stem animation has a weird angle during extension and retraction. -> SOLVED in the internal build. Gear animation sequence redone.
EXT03 - Minor light leakage on fueleage openings nearby the cockpit (not really much visible, but noticable in VR pre-flight inspection). -> Partial solution applied. Minor gaps due to mesh disalignment...difficult to recover. Create "gap filler" geometry so that the issue is not that visible anymore. 07/03
EXT04 - Light leakage in the main Landing gear pivot -> Fixed 3D model in internal build. 07/03
EXT05 - Request to smoothen the radar radome -> Minor tweak to radar radome geometry... not a big improvement, but still.... 07/03
EXT06 - Canards should be linked to speedbrake only on the ground -> SOLVED in internal build. Fixed animation code. 07/03 -> UPDATE 11/03...turns out from that it may not be true either. Canards are Always independent from speedbrake activation. FIXED
EXT07 - Landing Lights do not illuminate the ground -> SOLVED in internal build 07/03
EXT08  - Landing/Taxi light visible when gear is up -> Made it so that taxi/Landing lights are turned off if gear is up.
EXT09 - Request to revise inner pylons geometry. -> Fixed in internal build 10/03
EXT10 - Slats to deploy only depending on AoA -> Fixed in internal build 12/03

EXT11 - Request to improve the pointiness of the radome -> Attempt done...not sure if it looks really better, but still...11/03 - Changed radome shape in Beta1bis 15/03
EXT12 - Nose wheel does not rotate -> Fixed in internal build 10/03
EXT13 - Request to implement red anticollision
EXT14 - Fix squadron logo for german repaint -> Done 15/03
EXT15 - Create Spanish aicraft livery -> Done 15/03
EXT16 - Evaluate creation of Austrian livery
EXT17 - Evaluate creation of Saudi Arabia livery
EXT18 - Better color matching of pilot uniforms
EXT19 - Improve Brimstone Textures-> Done 23/03

VIRTUAL COCKPIT AND AVIONICS
Note that the VC is though to be "Cold and Dark" compatible. When the aicraft starts on the ground, several switches/avionics will be turned off. When it starts in the air, most (but not all) of the key switches will be set to ON.
Note also that clicking on the rear view mirrors in P3Dv3 will make them become reflective. Clicking on the stick will make it disappear. To make it appear again, click on the bolts of the pedestal.

VC01 - NAV/TAC soft key selection missing from the HSI page -> Fixed in build 24/03
VC02 - HUD Declutter can be improved -> Fixed in build 24/03
VC03 - Allow Aircraft refuel when on the ground through the FUEL page -> Implemented in build of 23/03
VC04 - Allow Weapons configuration from the STOR page when on the ground -> Implemented in build of 23/03
VC05 - Emergency IFF controls don't work -> FIXED 23/03
VC06 - Initialization and "ready for takeoff" conditions must be perfected -> Improved 23/03 
VC07 - Park brake switch activates Smokewinders when on the ground (it is meant to work only in the air). -> SOLVED in internal build. Smoke system behaves as intended now: smoke is either trigged by the VRS Trigger or by the Brakes control if not on the ground.
VC08 - Fuel flow indications not working -> SOLVED in internal build. Typo on MFD3 code. 06/03
VC09 - HUD still reports the IAS -> SOLVED, replaced with equivalent airspeed. 08/03
VC10 - Make ladder non-retractable without weight-on-wheels. Ladder now auto-retracts with weight off wheels. 23/03
VC11 - Check mouse areas alignment on some buttons

VC12 - Some buttons can be operated only once? Need investigation - Likely to be the same issue as VC15
VC13 - IRST/FLIR button graphic is shifted when activating IRST -> SOLVED on current build 10/03
VC14 - Reversionary instruments panel is improperly labeled "Missile Launch Button" - Fixed in the internal build
VC15 - Request to Always confirm selections with ENTER key on DEK - FIXED on build 11/03, also, many improvements and bug fixes to DEK.
VC16 - Request to code proper RAD1 / RAD 2 switchology (at least for the battery gangbar) - RAD1 switch now works as Avionics Master and turns on the radios. RAD 2 switch acts as "Receive both" switch. PTT selector now allows selection of either RAD1 and RAD2.

VC17 - Canopy open/close button is in an incorrect position (but no clear photo available of the actual location) - Remodeled area. Fixed 10/03
VC18 - MASS positions are reversed (ARM should be outward) - Fixed in the internal build 09/08
VC19 - Check RADALT against the flight manual

VC20 - Transonic warning at 0.97 M not at 0.99 - Fixed in the internal build 09/08
VC21 - 5000ft voice warning is not present in current Eurofighter versions. - Removed from build 24/03
VC22 - Reflex of anticollision lights red (why not white)?
VC23 - Request to add countdown
VC24 - Cannot get back to the root menu once selected one item in CHKLST mode - Checked, current implementation seems correct. By deselecting the SEL button, the page reverts back to main menu.
VC25 - Check autopilot functionality
VC26 - Transponder mode A has no 0 digit - Fixed, graphical issue only. 10/03
VC27 - Some mouse areas cause a FSX crash (only one report on FSX-SE so far) - evaluating replacement of 2D Mouse Areas with 3D. FIXED - the applied fix seems to work.
VC28 - A/S and XMIT caps not lit  -> Solved on current build 09/03
VC29 - Pedestal panel to lit -> Solved on current build 09/03
VC30 - NVE switch can cause CTD on FSX:SE on some installations -> SOLVED on current build 09/03
VC31 - Barometric pressure change to show only for 5 secs (currently 10) -> SOLVED on current build 10/03
VC32 - Cannot add a new WP until Direct-to route is present
VC33 - AT not operational

VC34 - Request to add scroll system for Low Height
VC35 - Flickering Speedbrake animation from VC - Fixed, animation glitch. 10/03
VC36 - Pitot tube icing - Fixed, pitot tube Always on. 15/03
VC37 - Master Starter switch has incorrect animation _ Changed animation sequence 29/03.
VC38 - Check Velocity Vector diamond behavior

VC39 - FUEL page has some flaws. Center tank should only display if external tank is mounted, refuel probe icon is incorrect. SOLVED - Fixed in current build,
VC40 - HSI compass rose to appear over map view, if map is invoked (note: the current rendition is correct for early T1 software releases)

VC41 - Add ZOOM+/ZOOM- functions to PA format - FIXED on 26/03
VC42 - Slow Refuel rate (need to be redone on F-35 too) - FIXED - Greatly increased fuel transfer rate.
VC43 - ATTACK format does not return to VS once format is changed. - FIXED on 26/03
VC44 - LASER ACTIVE crossairs missing from LDP page. - FIXED 15/03
VC45 - Laser designation was not selectable by the user as intedend - FIXED 15/03
VC46 - HSI HDG bug not properly centered - FIXED 23/03
VC47 - Taxi/Landing light switch position is reversed - FIXED 24/03
VC48 - TFLIR Image shows even if gimbal limited or masked - FIXED 28/03
VC49 - Implement selective jettison/tank jettison/emergency jettison - IMPLEMENTED 27/03

TACPACK AND WEAPON SYSTEM FUNCTIONALITY
Note that as for many European aircrafts, there are two safety switches that need to be "ON" before releasing a weapon. The Master Armament Safety Switch (MASS knob on the right console, three positions: SAFE, STANDBY and ARM) is controlled either in the VC or by pressing control+alt+A. The Late Arm Safe safety is on the stick, and can be operated by either clicking the button in the VC or with control+A.

TP01 - Laser Guided Bombs may fail to hit the target in some circumstances. Root cause not identified yet. -> Minor bug apparently fixed. LGBs seem to hit target now. Reports from testers that buddy-lasing seems to work.

TP02 - Meteor does not follow targets. Identified major bug in Tacpack code, A/S system tried to load GPS coordinates on any seeker including missiles. Hence the missile seeker dropped the radar track slaved mode. It affected all the missiles. Potentially affects also the latest F-35 release. SOLVED on current build 10/03.
TP03 - Flare dispensing direction is incorrect. Fixed in the current model 16/03
TP04 - Request to add Brimstone. Added 23/03
TP05 - Storm Shadow fins should be retracted. Fixed in the current model 10/03.
TP06 - Request to make STA5-6 and 8-9 independent.
TP07 - Request to add data cartridge functionality
TP08 - Check DASS system (apparently display not working in RMHHD)

TP09 - Radar detection range is currently linked to A-A missile selected. Request to change it. Implemented 26/03


SOUND
Another great job by Serge Luzin!

SND01 - Request to improve the switch sounds -> Implemented alternate switch sounds.
SND02 - Fuel Boost Pump Switch have default noisy sounds. Request to change them.

OTHER
Misc01 - External tanks and CFTs are not replenished in the configurator
Misc02 - CFTs cannot be unloaded in the configurator -> SOLVED in internal build. Reworked configurator code. Loads can now be deselected individually. 07/03
Misc03 - Manual is still missing some images and weapon information
Misc04 - Configuration file was missing the descriptions. -> SOLVED in the internal build.Misc05 - GBU-10 non deselectable in configurator -> SOLVED in the current internal build

Eurofighter Typhoon Beta Application * CLOSED *


*** DUE TO THE OVERWHELMING NUMBER OF APPLICATIONS RECEIVED, NO MORE APPLICATIONS WILL BE ACCEPTED. APPLICATIONS WILL BE REVIEWED DURING THE NEXT FEW DAYS, AND INVITATIONS WILL BE SENT AS SOON AS THE BETA IS READY. THANKS FOR YOUR INTEREST IN THE TYPHOON PROJECT! ****

The Beta of the Typhoon is *almost* ready, so, if you want to help by speding few hours in her cockpit, here is you chance... *but* first some rules:

- This is a closed Beta. Sorry for that, but having hundreds of emails will not help the testing process. A total of about 15-20 testers are needed. I will decide, after reviewing the applications, who gets a Beta and who does not. I will not have time to reply to everybody, so if you do not get an email invitation to the Beta by March 3rd, please assume you have not been selected.

- This will be a two-stage Beta: a first, non-feature complete, version will be released before March 1st. A second version, with additional features and bug fixes will be released later on. So, before reporting that a function does not work, please check that it is not in the *missing features list*.

- Please TAKE YOUR TIME to evaluate the product. It is not a race to who posts feedback first. It is a rather complex aicraft, and it may take some time to understand how it works. PLEASE have at least 4-5 flight hours before reporting any malfunction. It will not take much less than that to get acquainted with the aicraft cockpit and systems.

- Before reporting any bug or malfunction, PLEASE read the list of known/reported bugs on THIS PAGE of the blog. The same page will contain a WIP version of the manual.

- The preferred method to report bugs is to comment on THIS PAGE of the blog. You can also send me an email, but the comment is preferred so that other users can see and discuss the issue if need be. Please DO NOT send facebook messages if not strictly necessary.

- If you do not have time to test the Typhoon, please do not apply.


Tuesday, May 17, 2016

Recovery of the Eurofighter Project...


As promised here is a status report of the Eurofighter project after the "ransomware" incident that wiped out all of my source files. Basically you can indeed use ModelConverterX by Aron (great tool...THANK YOU ARNO) to open the .mdl files and convert them into .3DS format, and then reimport it into 3DS Max or Gmax (or other applications....3DS is a very popular format). In principle you loose the animations, smoothing, the materials and the XML taggin but preserve the geometry and the texturing coordinates - as side effect, the geometry is not super-clean nor flawless.
Unfortunately, in the case of the Typhoon, a number of minor details were lost in the process - such as the landing gears, some engine details and the pilot helmet.
So... the external model is recoverable...but will require several weeks of work - not good, but could have been much worse.
Unfortunately, most of the Virtual Cockpit is garbage. A lot of the geometry of the switches and levers is lost or corrupt and require more work than I expected.

Here is the status:

LOST:

- 3D source models (both external and VC and custom weapons)
- Source texture sheets and paintkit (layered PSD)
- Part of the XML code
- My standard templates for things such as HMD projection etc.

INTACT:
- External .mdl was almost finished (maybe I can use it as it is...)
- Incomplete virtual cockpit (is missing the ejection seat and some other details)
- Latest avionics code (HUD almost complete)

RECOVERED
 - (Partial) geometry and texture coordinates. Need to redo part of the geometry, animation etc.

 Long story short... I need to evaluate my options carefully. One possibility is to use the external .mdl as is (missing a number of eye-candy features, and the custom weapons) and redo the missing parts of the VC.
More news soon.


Thursday, February 18, 2016

Eurofighter Project (and a couple of notes on DCS and other things)...


 
 
A quick post to officially introduce the new Eurofighter Typhoon project I am working on to people which may not have a Facebook account. The main scope of this project is to create a detailed Eurofighter model for use in FSX / P3DV2 / P3DV3 environment - including support of Tacpack for weapons functionalities. This is not an easy task as most of the data on the Typhoon is still classified. I managed to get my hands on some very detailed avionics documentation, but performance data is hard to find (and will be guesstimated). I also had the chance to test the EADS rapid-deployment simulator of the Typhoon... which was very interesting in terms of handling (although I have no idea on the actual dynamics accuracy as it is a simulator conceived for area familiarization).

Here are the main features I am working on:
- Highly detailed visual models (external and VC)
- Realistic (although guesstimated) flight model and dynamics
- Realistic avionics (at least for HUD and MFDs), and pilot interface including BAe Striker HMD Helmet
- Support for Tacpack weapons (AIM-9L/AIM-120/GBUs)
- Realistic procedures based on real-world checklists

Aside, I'd like to implement also other features...but these are kind of "nice-to-have" things...but I cannot confirm them at the moment:
- Support for IRIS-T and ASRAAM missiles
- PIRATE implementation (most likely for P3Dv2 / v3 only)
- "Naggin'Nora" implementation
- Custom sound package based on real-life audio samples

At the moment, the external model is almost complete...but still unfinished.
I do not think we'll have a Beta before this summer... so release may well be in August/September.
...below are some other screenshots of the latest build.

Now...some other things...

DCS Compatibility:
I have received several emails and messages asking for DCS support and long story short DCS support will not happen, at least in the foreseeable future. For one, I do not have the time. Then DCS does not offer an open, royalty-free and publicly accessible SDK and requires developers to be highly qualified and acceptance of very stringent requirements.
Note that this does NOT mean that you are entitled to try your own conversion and share them. Sure, you can do whatever you want for your personal use, but converting and than sharing the models and artwork or other stuff is not allowed (see the reasons why below...).

Other Simulators...and exporting my models:
I have also received requests to support other simulators (e.g. FlightGear and XPlane)...but again, I lack time and resources. Then there are a number of users that converted the data of my files and want to share them on the Internet. Again... THIS IS NOT ALLOWED - and it is explicitly forbidden in the documentation of my projects.
The main reason for this is not that I am jealous of my work or anything like that...but the fact that most of my project contain data and artwork from a variety of sources: there is a lot of work from yours truly, but there is also stuff from contributors and (most important) vendors. My models or parts of them are often based on commercial data which I paid for and it is quite expensive. You cannot use them in your projects - as it is a copyright infringment. Full stop.

Project updates:
As usual, I am working on updates to all of my projects... I have spotted a minor flaw to the latest T-45C package, and I'll relase an update which will also contain some special files for cockpit builders. The Military Avatars package and the F-35 also need some bug-fixing... although they have very minor flaws, and there are no red-alerts.
Sooner or later I'll also need to release the long-awaited Viking update.

Future projects:
A quick recap of other stuff I'd like to work in future... but God knows when I'll have time to work on it. And then I am an atheist... so this is more a "wish list" than actual projects:

MB.339 - I have an extrenal model 60% ready, but needs textures...and then there is no VC at the moment. On the good side, flight model and sound package could be reused from the MB.326.

E-2 / C-2 Package - I will soon have some news on this project...

F-14D Tomcat 2016 - I am not happy yet...

So...as you can see there is A LOT of stuff going on. Much more than what I can actually handle... So we'll see. For now Eurofighter Typhoon is the top priority.


Tuesday, December 22, 2015

Projects updates... and season greetings!


First, thanks a lot your your continued support to my projects - as you may know this has been a very special year for my flight simulation efforts, as I finally established my own registered "company". This is still just a hobby for me, but having proper fiscal organization allows me to invest more money and embark in more ambitious projects - the new F-35 is the first result of the new organization, and, for example, the new visual model is a direct outcome of my decisions. Making it a freeware project was simply not an option - development costs being way too high for freeware.

So, what is next? Here is the list of the projects currently on my drawing board:

NEW PROJECT - Eurofighter Typhoon:If you follow my Facebook page, you know that I have been doing some work on an Eurofighter model. The vast majority of the documentation on this aicraft is still classfied, but I believe I have enough information to create a decent simulation. I did some work on the external model (which is shown in the picture above) and the VC - and it looks good so far. I'll continue working on this to check if there are unforeseen showstoppers... but so far so good.
This is meant to be a payware project - and hopefully should land on the same quality level and price range of the F-35 (and possibly a little more accurate in terms of avionics). The main development platform will be P3Dv2.5 (for the moment...may be I'll move to V3) but it should be backward compatible to FSX (possibly with the exception of PIRATE/TFLIR imaging).

NEW PROJECT - Aermacchi MB.339 (ON HOLD)
An obvious extension of the MB.326 project, the MB.339 is one aicraft I still intend to do. I did some work on a preliminary external model - which needs texturing and a decent VC. One of the targets of this project is to achieve a very high visual efficiency in terms of frames-per-second. At present I have no time to work on this...and the project is on hold. In my intentions this would be a freeware project.

NEW PROJECT - Grumman E-2/C-2 (Feasibility stage - ON HOLD)
I also made a feasibility study on the E-2 and C-2 aicrafts - they are probably the only carrier aicrafts for which we do not have decent models... A payware project would be doable, although I do not have time for this right now.

PROJECT UPDATE - F-35 Lightning IINeedless to say, I am continuing to keep track of the bug reports and suggestions... as of today, we have not yet reached the critical mass to release another update...but if I'll find some time in the next few weeks I will update the project anway.

OTHER PROJECT UPDATES

T-45C Goshawk - Although this project is officially closed, I have been using it as testbed for various things...so my private build is actually a little bit better than what you guys have... In particular there are a number of small visual improvements that some of you may like.

F-14D Tomcat - Still not happy with it. And as much as I appreciate Aerosoft's F-14X, I believe that a new, and better, Tomcat is possible.

S-3B Viking - Yes...I know. I promised an update for it a long time ago. It is still unfinished, and IMHO is the worst of the bunch in terms of quality. But still...may be one day or another I will find the will to complete it. Or at least release the AI tanker model...

MB.326 - Very few bugs reported... I am not completely happy with it, but I am not sure I will have much time for it.

So, looks like the 2016 will be quite busy... we'll see.
In the meantime thanks once again for your support, feedback and help...and BEST WISHES for a Merry Chirstmas and a Happy New Year!